Oni 鬼
Large giant (yokai, fiend), chaotic evil
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR 20 (+5) · DEX 12 (+1) · CON 20 (+5) · INT 10 (+0) · WIS 14 (+2) · CHA 13 (+1)
Saving Throws Str +8, Con +8, Wis +5
Skills Athletics +8, Intimidation +4, Perception +5
Damage Resistances cold, fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Yokai Speech, Common, Abyssal, Giant
Challenge 7
Traits
Oni Physiology. The Oni’s fiendish heritage grants it advantage on saving throws against charm or fear effects.
Garlic Aversion (Optional). This Oni dislikes extremely pungent odors such as garlic. Whenever a creature holding or covered in garlic comes within 10 feet of the Oni, the Oni must succeed on a DC 15 Constitution saving throw or have disadvantage on attack rolls and ability checks until the start of its next turn. The Oni can repeat the save at the end of each of its turns, ending the effect on a success. Magic Weapons. T he Oni’s weapon attacks are magical.
Regeneration. The Oni regains 5 hit points at the start of its turn if it has at least 1 hit point. This trait doesn’t function if the Oni takes damage from a silvered weapon, holy water, or is immersed in an area specifically warded against fiends (GM’s discretion).
Innate Spellcasting. The Oni’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: minor illusion (often used to mask its appearance or produce illusions of terrifying faces) (PHB, p. 260), thaumaturgy (PHB, p. 282)
3/day each: darkness (PHB, p. 230), invisibility (self only) (PHB, p. 254)
1/day each: gaseous form (PHB, p. 244), fear (PHB, p. 239)
Actions
Multiattack. The Oni makes two attacks with its Tetsubo (greatclub) or Claw.
Tetsubo (Greatclub). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone from the crushing impact.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage as fiendish energy seeps through the wound.
Enraged Roar (Recharge 5-6). The Oni unleashes a thunderous bellow in a 15-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw or be frightened of the Oni until the end of the Oni’s next turn. A frightened creature’s speed is halved while it can see the Oni. On a success, the creature is immune to the Oni’s Enraged Roar for 24 hours.
Bonus Actions
Grip and Toss (1/Short Rest). If the Oni has successfully hit a Medium or smaller target with a Tetsubo or Claw attack this turn, it can attempt to grab and fling that target. The target must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be grappled, then hurled up to 10 feet away and knocked prone, taking 7 (2d6) bludgeoning damage on impact. If the thrown creature strikes a solid obstacle (wall, pillar, etc.), both the creature and the obstacle take the damage.
Reactions
Infernal Fury. When the Oni is reduced to half its hit points or fewer for the first time in a fight, it can use its reaction to channel a surge of fiendish power. Until the end of its next turn, it gains advantage on attack rolls and its weapon attacks deal an extra 5 (1d10) fire damage.
Lore & Tactics
Oni often terrorize remote villages or travelers on mountain passes, attacking caravans or capturing passersby for food.
Despite their brute nature, Oni obey more powerful fiendish lords—though they resent tasks they see as “too cunning.”
Oni can be cunning in ambushes but are easily tricked or flattered. Players might exploit its arrogance or illusions.
On certain holidays (e.g., Setsubun), villagers scatter beans and garlic or hang charms to repel these devils.
Lore
Fierce demons scaring villagers, enforcing good behavior through intimidation and punishment.
Oni are towering, fearsome humanoid demons. Massive and muscular, they dwarf ordinary humans in both height and breadth, and their skin comes in vivid hues of red, blue, green, yellow, or black—each color hinting at distinct temperaments:
• Blue Oni embody cold calculation and deep‑seated grudges.
• Green Oni are icons of sloth and apathy.
• Yellow Oni stand for obsession and greed.
From Yokai Bestiary 5E, p. 80 · Fern Flower Press